[osg-users] Creating depth texture in pre render pass and using it in final rendering

Werner Modenbach Werner.Modenbach at texion.eu
Fri Mar 16 07:27:13 PDT 2018

Hi all.

I'm working on converting my application to deferred rendering.
Due to the complexity of the fragment shaders I'm not able to precalculate
everything necessary for the fragment shader into textures.
Some time ago I found an example of calculating the depth texture in a
pre rendering pass and using this depth texture in the final render pass.
If I remember well the example used a glcopy command and disabled
clearing of the depth texture.

Unfortunately I cant find this example any more.

Is there anybody on the list who has hints for my project?

Thanks in advance.

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